Artisan Archive
Thread: Doctor Bag?!?!?
Guruweaver wrote:
/shrug
Thought it best to be frank.
Guru
TY, straight talk is needed these days.
Fivo
Normally, I would agree but just don't go insane with the logistics of trying to figure out how to store and sell them.
Ravvii wrote:
Hey I dont mind how they use em or dont use em! $ is $
LOL Should have checked here first. Made one, thought it looked cool so I made three more to stick on vendors. Now I can't get them out of my tool even though I dropped one in a house.
I've got medical enhancements now, too, on a timer. It's really strange.
pugguh wrote:
whats the point now when doc has no meds anymore to store.....this was a good idea 14 months ago and to see it now is just insulting in a way...former doc here of course..........
according to the doc corre thats exactly what they are, a left over idea from an old version of the cu that they forgot to remove when meds still existed
Guruweaver wrote:
Hey all,
Don't waste time or resources making these.
More info to come.
Guru
More info? Pray do tell?
I had to do a search to find anything out about these and this is what came up ![]()
Yep, I knocked a couple of these out as well... and when I say "a couple," I mean "ack, what in the world?!"
The first one was no problem. Then I tried to make a second one and got a complaint that I couldn't have another one in my inventory. Sure enough, these things have an "exclusive" flag set.
OK, I thought; I'll just go pop this one onto my general equipment vendor, then go back and make another two or three and put them on the vendor one at a time. Heh. Clever me.
So after loading that first bag on my vendor, I went to craft another one... and got another error when I tried to start up my crafting tool -- this time telling me that there was already an item built and I wouldn't be allowed to start another session.
After flailing around for a few seconds I figured out how to access the output hopper, and retrieved the second doctor bag that I'd previously made (but couldn't hold).
Then I tried putting it on my vendor... and discovered that even the vendor can't hold more than one of these at a time. Heh. Not-so-clever me.
"Well," I thought, "OK, I've got some basic medical training, let me see if I can actually use this puppy myself to hold some of my stims." Er... no. I couldn't get one steenkin' item to actually go into this bag. Did I miss something obvious? Or do these things just plain not work?
The one that was on my vendor sold the first night it was there or I'd have removed it and burned the thing; I have no desire to rip off my customers by selling them brokenstuff.
Arrgh.
--Flatfingers
Make some. Then, when they remove the ability to craft themfrom the game, every "Doctor" will want the no longer craftable item to decorate their houses with.
Its the same reason I bought up 40 4-slot armor boots that haven't been "set" to an armor type yet. They don't get hit, and still hold armor attachments...
Got some glove too.
Anyone try a factory run yet? Can you hold a crate of them? Or does it rip a hole in the game/space/time/frito continuum?
http://forums.station.sony.com/swg/board/message?board.id=Forcesensitive&message.id=77192&jump=true
something about one of the fs quests mentioning needing a dr's bag...
i did sell one yesterday...
In fact, they didn't exist back then so it's unlikely that they'd have added them to the village just for the sake of adding them.
Guruweaver wrote:
/shrug
Thought it best to be frank.
Guru
Thought you were Guru?